blob: 677a9a43ebb9e2310f76e0357b8b1cc710c913c9 [file] [log] [blame]
// Copyright 2017 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef MEDIA_GPU_WINDOWS_D3D11_PICTURE_BUFFER_H_
#define MEDIA_GPU_WINDOWS_D3D11_PICTURE_BUFFER_H_
#include <d3d11.h>
#include <dxva.h>
#include <wrl/client.h>
#include <vector>
#include "base/memory/ref_counted.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "gpu/ipc/service/command_buffer_stub.h"
#include "media/base/video_frame.h"
#include "media/gpu/command_buffer_helper.h"
#include "media/gpu/media_gpu_export.h"
#include "media/video/picture.h"
#include "third_party/angle/include/EGL/egl.h"
#include "third_party/angle/include/EGL/eglext.h"
#include "ui/gl/gl_image.h"
namespace media {
// PictureBuffer that owns Chrome Textures to display it, and keep a reference
// to the D3D texture that backs the image.
//
// This is created and owned on the decoder thread. While currently that's the
// gpu main thread, we still keep the decoder parts separate from the chrome GL
// parts, in case that changes.
//
// This is refcounted so that VideoFrame can hold onto it indirectly. While
// the chrome Texture is sufficient to keep the pictures renderable, we still
// need to guarantee that the client has time to use the mailbox. Once it
// does so, it would be fine if this were destroyed. Technically, only the
// GpuResources have to be retained until the mailbox is used, but we just
// retain the whole thing.
class MEDIA_GPU_EXPORT D3D11PictureBuffer
: public base::RefCountedThreadSafe<D3D11PictureBuffer> {
public:
using MailboxHolderArray = gpu::MailboxHolder[VideoFrame::kMaxPlanes];
D3D11PictureBuffer(GLenum target, gfx::Size size, size_t level);
bool Init(base::RepeatingCallback<scoped_refptr<CommandBufferHelper>()>
get_helper_cb,
Microsoft::WRL::ComPtr<ID3D11VideoDevice> video_device,
Microsoft::WRL::ComPtr<ID3D11Texture2D> texture,
const GUID& decoder_guid,
int textures_per_picture);
const gfx::Size& size() const { return size_; }
size_t level() const { return level_; }
Microsoft::WRL::ComPtr<ID3D11Texture2D> texture() const { return texture_; }
// Is this PictureBuffer backing a VideoFrame right now?
bool in_client_use() const { return in_client_use_; }
// Is this PictureBuffer holding an image that's in use by the decoder?
bool in_picture_use() const { return in_picture_use_; }
void set_in_client_use(bool use) { in_client_use_ = use; }
void set_in_picture_use(bool use) { in_picture_use_ = use; }
const Microsoft::WRL::ComPtr<ID3D11VideoDecoderOutputView>& output_view()
const {
return output_view_;
}
// Return the mailbox holders that can be used to create a VideoFrame for us.
const MailboxHolderArray& mailbox_holders() const { return mailbox_holders_; }
// Shouldn't be here, but simpler for now.
base::TimeDelta timestamp_;
private:
~D3D11PictureBuffer();
friend class base::RefCountedThreadSafe<D3D11PictureBuffer>;
GLenum target_;
gfx::Size size_;
bool in_picture_use_ = false;
bool in_client_use_ = false;
size_t level_;
// TODO(liberato): I don't think that we need to remember |texture_|. The
// GLImage will do so, so it will last long enough for any VideoFrames that
// reference it.
Microsoft::WRL::ComPtr<ID3D11Texture2D> texture_;
Microsoft::WRL::ComPtr<ID3D11VideoDecoderOutputView> output_view_;
MailboxHolderArray mailbox_holders_;
// Things that are to be accessed / freed only on the main thread. In
// addition to setting up the textures to render from a D3D11 texture,
// these also hold the chrome GL Texture objects so that the client
// can use the mailbox.
class GpuResources {
public:
GpuResources();
~GpuResources();
bool Init(base::RepeatingCallback<scoped_refptr<CommandBufferHelper>()>
get_helper_cb,
int level,
const std::vector<gpu::Mailbox> mailboxes,
GLenum target,
gfx::Size size,
Microsoft::WRL::ComPtr<ID3D11Texture2D> angle_texture,
int textures_per_picture);
std::vector<uint32_t> service_ids_;
private:
scoped_refptr<CommandBufferHelper> helper_;
DISALLOW_COPY_AND_ASSIGN(GpuResources);
};
std::unique_ptr<GpuResources> gpu_resources_;
DISALLOW_COPY_AND_ASSIGN(D3D11PictureBuffer);
};
} // namespace media
#endif // MEDIA_GPU_WINDOWS_D3D11_PICTURE_BUFFER_H_